Overview
His items are random, and so is the gamestate he creates with every 236P. It might be good for you or your opponent. You won't know until you take a turn of the gacha. Faust is well-known to Guilty Gear players as the "Spicy Zoner". He controls the pace of most matchups, and usually has a dominating answer for most situations. Even if he's airborne, the game never tilts far out of favour, due to his suite of air options and mobility. While the hurtbox on his frog-like jumping animation is the worst in the game (Making him incredibly vulnerable to being clipped trying to escape pressure or clear moves like Gunflame), his Air FD hurtbox is one of the best in terms of trajectory and size (Muscling in on Millia and May for how easily he squeezes out of pressure and over projectiles). A lot exchanges are oftentimes overcome by going from being as large as Potemkin to being smaller than any other character in the game. This forces a lot of matchup-specific situations for your opponent to deal with when pressuring this character, despite his poor counterpoke options.
The Holy Trinity of anti-airs are made up of his 6P, 5K and 2K. They all cover eachother incredibly well. 6P offers high reward against seemingly deep jumpins. 5K cannot be beaten if the opponent cannot reach Faust's torso or head before it goes active. 2K has a fully disjointed hitbox at the top of the screen in its initial active frames. Mixing this up with movement and positioning, and Faust becomes quite the fortress.
Faust's movement is mostly defined by his Faultless Drill/Defense Cancel. While giving him all the time he needs in the air, it also allows him to place his long, active j.H at around head height almost immediately, while also threatening attacks closer to his body with j.S or j2K. This ability to "stall" in midair gives Faust plenty of wiggle room to play around things like Venom balls, Testament traps, Bridget Yoyos or whatever your opponent attempts to anti-air you with. It's not uncommon to burn all your air options, only to punish your opponent's "guaranteed" 6P or 2H with FDC j2K or FDC jD. Juke the active frames and punish.
With a minimum height FDC j2K > j.K (Which nets you an overhead anywhere between 15f and 24f, depending on how fast you do it), his oki is quite potent, especially when you introduce high-reward and incredibly plus options such as meaty j2K, and strong options for catching jumps such as 2K.
"Nani Ga Deru Ka Na?" |
Lore: | The Magical Wandering Pediatrician, producing only the tastiest of Doctor's Office treats from his magical labcoat. Where other doctors produce lollipops, this one produces Krispy Kremes, whole Chocolate Bars, and Deep Fried Churros. You just have to be wary in case he offers you a hammer, short-circuited robot or live explosives. |
Voice: | Takashi Kondou |
Faust Faust is well-known to Guilty Gear players as the "Spicy Zoner". He controls the pace of most matchups, and usually has a dominating answer for most situations. Even if he's airborne, the game never tilts far out of favour, due to his suite of air options and mobility.
- Has a strong and unpredictable zoning game with long range normals and random items.
- Can low profile many jump-ins just by crouching.
- Faultless Defense Canceling j.2k allows Faust to freely change his trajectory in air, which helps his mixup and zoning game.
- Has access to many good anti-airs.
- Many of his pokes have long whiff animations that make him easy to approach if you guess wrong.
- Will spend more time looking to jump out on defense, due to no true reversal and slow/poor counterpoke options.
- Low defense and large hitbox while in hitstun means he dies relatively quickly.
- Random items can also be a curse, sometimes giving you something nearly useless in a given situation.